# is it possible make a music player in UE4?

**URL:** https://qa.fmod.com/t/is-it-possible-make-a-music-player-in-ue4/12485
**Category:** Unreal Engine
**Created:** [May 8, 2016, 3:16am UTC](https://qa.fmod.com/t/is-it-possible-make-a-music-player-in-ue4/12485 "2016-05-08T03:16:54Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![evehal](https://avatars.discourse-cdn.com/v4/letter/e/d6d6ee/32.png) [@evehal](https://qa.fmod.com/u/evehal)
#### Post date: [May 8, 2016, 3:16am UTC](https://qa.fmod.com/t/is-it-possible-make-a-music-player-in-ue4/12485/1 "2016-05-08T03:16:54Z")

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i mean i can load audio files from disk at runtime(WIN7 64),and play it.  
is it possible with fmod?  
c++ or blueprint?  
any tutorial?  
thanks for attention

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### Author: ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)
#### Post date: [May 10, 2016, 1:06am UTC](https://qa.fmod.com/t/is-it-possible-make-a-music-player-in-ue4/12485/2 "2016-05-10T01:06:10Z")

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The normal workflow is to author the music in Studio and then play events in Unreal.

However if you want to trigger manual loading and playing of sounds there are two ways to do it.

First is you can use the FMOD C++ API directly. You can get a handle to the FMOD system with IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime). Given that system, you can get the access to the low-level system, and then load and play sounds:

[http://www.fmod.org/documentation/#content/generated/FMOD\_System\_CreateSound.html](http://www.fmod.org/documentation/#content/generated/FMOD_System_CreateSound.html)

[http://www.fmod.org/documentation/#content/generated/FMOD\_System\_PlaySound.html](http://www.fmod.org/documentation/#content/generated/FMOD_System_PlaySound.html)

Alternatively you can create FMOD Studio events with programmer sounds on them, and then use Blueprint or C++ to select the sounds to play. See the following:

[http://www.fmod.org/documentation/#content/generated/engine\_ue4/programmer\_sounds.html](http://www.fmod.org/documentation/#content/generated/engine_ue4/programmer_sounds.html)

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### Author: ![evehal](https://avatars.discourse-cdn.com/v4/letter/e/d6d6ee/32.png) [@evehal](https://qa.fmod.com/u/evehal)
#### Post date: [May 10, 2016, 2:47pm UTC](https://qa.fmod.com/t/is-it-possible-make-a-music-player-in-ue4/12485/3 "2016-05-10T14:47:39Z")

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> [@](#):
>
> The normal workflow is to author the music in Studio and then play events in Unreal.
> 
> However if you want to trigger manual loading and playing of sounds there are two ways to do it.
> 
> First is you can use the FMOD C++ API directly. You can get a handle to the FMOD system with IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime). Given that system, you can get the access to the low-level system, and then load and play sounds:
> 
> [http://www.fmod.org/documentation/#content/generated/FMOD\_System\_CreateSound.html](http://www.fmod.org/documentation/#content/generated/FMOD_System_CreateSound.html)
> 
> [http://www.fmod.org/documentation/#content/generated/FMOD\_System\_PlaySound.html](http://www.fmod.org/documentation/#content/generated/FMOD_System_PlaySound.html)
> 
> Alternatively you can create FMOD Studio events with programmer sounds on them, and then use Blueprint or C++ to select the sounds to play. See the following:
> 
> [http://www.fmod.org/documentation/#content/generated/engine\_ue4/programmer\_sounds.html](http://www.fmod.org/documentation/#content/generated/engine_ue4/programmer_sounds.html)

Cool!  
I will try  
Thank you very much
